Point light shadows don't work on OpenGL. They work on DirectX.
Sample to reproduce error: modify Forward3D Sample:
1. In Forward3DGameState::createScene01 comment all lights: directional, 2 spotlights and ambient (ambient is optional, but it uses method from 'Ogre::Light *light' variable which was already commented).
2. In Forward3DGameState::generateLights comment line 'light->setCastShadows( false );'
3. Build, run.
4. Set number of lights to 1.
5. Find this light (somewhere in front of us).
6. Increase radius.
I am using Ogre 2.2.2, Windows 10.
DirectX settings:
Code: Select all
09:14:36: -------------------------
09:14:36: * CPU ID: GenuineIntel: Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz
09:14:36: * Logical cores: 8
09:14:36: * SSE: yes
09:14:36: * SSE2: yes
09:14:36: * SSE3: yes
09:14:36: * MMX: yes
09:14:36: * MMXEXT: yes
09:14:36: * 3DNOW: no
09:14:36: * 3DNOWEXT: no
09:14:36: * CMOV: yes
09:14:36: * TSC: yes
09:14:36: * FPU: yes
09:14:36: * PRO: yes
09:14:36: * HT: no
09:14:36: -------------------------
09:14:36: D3D11: Subsystem Initialising
09:14:36: D3D11: Driver Detection Starts
09:14:36: D3D11: "Intel(R) HD Graphics 630"
09:14:36: D3D11: "NVIDIA GeForce GTX 1050 Ti"
09:14:36: D3D11: "Microsoft Basic Render Driver (software)"
09:14:36: D3D11: Driver Detection Ends
09:14:36: D3D11: Requested "(default)", selected "Intel(R) HD Graphics 630"
09:14:36: ***************************************
09:14:36: *** D3D11: Subsystem Initialized OK ***
09:14:36: ***************************************
09:14:37: D3D11RenderSystem::_createRenderWindow "Forward+ Lights", 1920x1080 fullscreen miscParams: FSAA=1x MSAA externalWindowHandle=2557742 gamma=Yes reverse_depth=Yes title=Forward+ Lights vsync=No
09:14:37: Registering ResourceManager for type GpuProgram
09:14:37: RenderSystem capabilities
09:14:37: -------------------------
09:14:37: RenderSystem Name: Direct3D11 Rendering Subsystem
09:14:37: GPU Vendor: intel
09:14:37: Device Name: Intel(R) HD Graphics 630
09:14:37: Driver Version: 26.20.100.7263
09:14:37: * Fixed function pipeline: no
09:14:37: * Hardware generation of mipmaps: yes
09:14:37: * Texture blending: yes
09:14:37: * Anisotropic texture filtering: yes
09:14:37: * Dot product texture operation: yes
09:14:37: * Cube mapping: yes
09:14:37: * Hardware stencil buffer: yes
09:14:37: - Stencil depth: 8
09:14:37: - Two sided stencil support: yes
09:14:37: - Wrap stencil values: yes
09:14:37: * Hardware vertex / index buffers: yes
09:14:37: * 32-bit index buffers: yes
09:14:37: * Vertex programs: yes
09:14:37: * Number of floating-point constants for vertex programs: 512
09:14:37: * Number of integer constants for vertex programs: 16
09:14:37: * Number of boolean constants for vertex programs: 16
09:14:37: * Fragment programs: yes
09:14:37: * Number of floating-point constants for fragment programs: 512
09:14:37: * Number of integer constants for fragment programs: 16
09:14:37: * Number of boolean constants for fragment programs: 16
09:14:37: * Geometry programs: yes
09:14:37: * Number of floating-point constants for geometry programs: 512
09:14:37: * Number of integer constants for geometry programs: 16
09:14:37: * Number of boolean constants for geometry programs: 16
09:14:37: * Tessellation Hull programs: yes
09:14:37: * Number of floating-point constants for tessellation hull programs: 512
09:14:37: * Number of integer constants for tessellation hull programs: 16
09:14:37: * Number of boolean constants for tessellation hull programs: 16
09:14:37: * Tessellation Domain programs: yes
09:14:37: * Number of floating-point constants for tessellation domain programs: 512
09:14:37: * Number of integer constants for tessellation domain programs: 16
09:14:37: * Number of boolean constants for tessellation domain programs: 16
09:14:37: * Compute programs: yes
09:14:37: * Number of floating-point constants for compute programs: 512
09:14:37: * Number of integer constants for compute programs: 16
09:14:37: * Number of boolean constants for compute programs: 16
09:14:37: * Supported Shader Profiles: cs_5_0 ds_5_0 gs_4_0 gs_4_1 gs_5_0 hlsl hs_5_0 ps_4_0 ps_4_0_level_9_1 ps_4_0_level_9_3 ps_4_1 ps_5_0 vs_4_0 vs_4_0_level_9_1 vs_4_0_level_9_3 vs_4_1 vs_5_0
09:14:37: * Texture Compression: yes
09:14:37: - DXT: yes
09:14:37: - VTC: no
09:14:37: - PVRTC: no
09:14:37: - ATC: no
09:14:37: - ETC1: no
09:14:37: - ETC2: no
09:14:37: - BC4/BC5: yes
09:14:37: - BC6H/BC7: yes
09:14:37: - ASTC: no
09:14:37: * Hardware Occlusion Query: yes
09:14:37: * User clip planes: yes
09:14:37: * VET_UBYTE4 vertex element type: yes
09:14:37: * Infinite far plane projection: yes
09:14:37: * Hardware render-to-texture: yes
09:14:37: * Floating point textures: yes
09:14:37: * Non-power-of-two textures: yes
09:14:37: * 1d textures: yes
09:14:37: * Volume textures: yes
09:14:37: * Max Texture resolution (2D) 16384
09:14:37: * Max Texture resolution (3D) 2048
09:14:37: * Max Texture resolution (Cubemaps) 16384
09:14:37: * Multiple Render Targets: 8
09:14:37: - With different bit depths: yes
09:14:37: * Point Sprites: yes
09:14:37: * Extended point parameters: yes
09:14:37: * Max Point Size: 256
09:14:37: * Vertex texture fetch: yes
09:14:37: * Number of world matrices: 0
09:14:37: * Number of texture units: 16
09:14:37: * Stencil buffer depth: 8
09:14:37: * Number of vertex blend matrices: 0
09:14:37: - Max vertex textures: 4
09:14:37: - Vertex textures shared: no
09:14:37: * Render to Vertex Buffer : yes
09:14:37: * Hardware Atomic Counters: no
09:14:37: * Compute max threads per threadgroup per axis: 1024, 1024, 64
09:14:37: * Compute max threads per threadgroup total: 1024
09:14:37: * Using Reverse Z: yes
Code: Select all
09:12:30: **************************************
09:12:30: *** OpenGL 3+ Renderer Started ***
09:12:30: **************************************
09:12:30: Registering ResourceManager for type GpuProgram
09:12:30: RenderSystem capabilities
09:12:30: -------------------------
09:12:30: RenderSystem Name: OpenGL 3+ Rendering Subsystem
09:12:30: GPU Vendor: intel
09:12:30: Device Name: Intel(R) HD Graphics 630
09:12:30: Driver Version: 4.5.0.0
09:12:30: * Fixed function pipeline: no
09:12:30: * Hardware generation of mipmaps: no
09:12:30: * Texture blending: yes
09:12:30: * Anisotropic texture filtering: yes
09:12:30: * Dot product texture operation: yes
09:12:30: * Cube mapping: yes
09:12:30: * Hardware stencil buffer: yes
09:12:30: - Stencil depth: 8
09:12:30: - Two sided stencil support: yes
09:12:30: - Wrap stencil values: yes
09:12:30: * Hardware vertex / index buffers: yes
09:12:30: * 32-bit index buffers: yes
09:12:30: * Vertex programs: yes
09:12:30: * Number of floating-point constants for vertex programs: 4096
09:12:30: * Number of integer constants for vertex programs: 4096
09:12:30: * Number of boolean constants for vertex programs: 4096
09:12:30: * Fragment programs: yes
09:12:30: * Number of floating-point constants for fragment programs: 4096
09:12:30: * Number of integer constants for fragment programs: 4096
09:12:30: * Number of boolean constants for fragment programs: 4096
09:12:30: * Geometry programs: yes
09:12:30: * Number of floating-point constants for geometry programs: 4096
09:12:30: * Number of integer constants for geometry programs: 4096
09:12:30: * Number of boolean constants for geometry programs: 4096
09:12:30: * Tessellation Hull programs: yes
09:12:30: * Number of floating-point constants for tessellation hull programs: 4096
09:12:30: * Number of integer constants for tessellation hull programs: 4096
09:12:30: * Number of boolean constants for tessellation hull programs: 4096
09:12:30: * Tessellation Domain programs: yes
09:12:30: * Number of floating-point constants for tessellation domain programs: 4096
09:12:30: * Number of integer constants for tessellation domain programs: 4096
09:12:30: * Number of boolean constants for tessellation domain programs: 4096
09:12:30: * Compute programs: yes
09:12:30: * Number of floating-point constants for compute programs: 4096
09:12:30: * Number of integer constants for compute programs: 4096
09:12:30: * Number of boolean constants for compute programs: 4096
09:12:30: * Supported Shader Profiles: glsl glsl130 glsl140 glsl150 glsl330 glsl400 glsl410 glsl420 glsl430 glsl440
09:12:30: * Texture Compression: yes
09:12:30: - DXT: yes
09:12:30: - VTC: no
09:12:30: - PVRTC: no
09:12:30: - ATC: no
09:12:30: - ETC1: no
09:12:30: - ETC2: yes
09:12:30: - BC4/BC5: yes
09:12:30: - BC6H/BC7: yes
09:12:30: - ASTC: yes
09:12:30: * Hardware Occlusion Query: yes
09:12:30: * User clip planes: yes
09:12:30: * VET_UBYTE4 vertex element type: yes
09:12:30: * Infinite far plane projection: yes
09:12:30: * Hardware render-to-texture: yes
09:12:30: * Floating point textures: yes
09:12:30: * Non-power-of-two textures: yes
09:12:30: * 1d textures: yes
09:12:30: * Volume textures: yes
09:12:30: * Max Texture resolution (2D) 16384
09:12:30: * Max Texture resolution (3D) 2048
09:12:30: * Max Texture resolution (Cubemaps) 16384
09:12:30: * Multiple Render Targets: 8
09:12:30: - With different bit depths: yes
09:12:30: * Point Sprites: yes
09:12:30: * Extended point parameters: yes
09:12:30: * Max Point Size: 255
09:12:30: * Vertex texture fetch: yes
09:12:30: * Number of world matrices: 0
09:12:30: * Number of texture units: 16
09:12:30: * Stencil buffer depth: 8
09:12:30: * Number of vertex blend matrices: 0
09:12:30: - Max vertex textures: 32
09:12:30: - Vertex textures shared: yes
09:12:30: * Render to Vertex Buffer : yes
09:12:30: * Hardware Atomic Counters: yes
09:12:30: * Compute max threads per threadgroup per axis: 1024, 1024, 64
09:12:30: * Compute max threads per threadgroup total: 1024
09:12:30: * GL 1.5 without VBO workaround: no
09:12:30: * Frame Buffer objects: yes
09:12:30: * Frame Buffer objects (ARB extension): no
09:12:30: * Frame Buffer objects (ATI extension): no
09:12:30: * PBuffer support: no
09:12:30: * GL 1.5 without HW-occlusion workaround: no
09:12:30: * Vertex Array Objects: yes
09:12:30: * Separate shader objects: no
09:12:30: * Using Reverse Z: yes